Time: 2025-12-31 by mmojugg Game: Ashes of Creation Guide Tags: Ashes of Creation Leveling
In Ashes of Creation's Early Access launch, swift advancement to the level 25 cap opens doors to radiant gear and emergent gameplay like node sieges and world PvP. Crowded hotspots challenge newcomers, but targeted routes blend quests, group grinds, and alternates for steady gains.
Editor's Note: MMOJUGG distilled this into a concise blueprint from Gideon's live testing and spot breakdowns. Support the creator with full videos: Get to Level 25 FAST and Better Leveling Spots.
The game directs new characters through a polished questline in Riverlands, introducing core mechanics like ability unlocks, gathering, crafting, and commissions—repeatable tasks for flexible progression.

Choose between Lionhold (east) or Samia's Hope (west) after the initial quest; both chains equate in efficiency, yielding full starter gear by level 6-7.
Level Range | Key Location | Focus | Expected Gains |
|---|---|---|---|
1-3 | Riverlands Entry | Opening quests | Basic skills, tools |
4-7 | Lionhold / Samia's Hope | Chain completion | Weapons, armor, commissions |
Playstyle Analysis: Solo-friendly here, as quests scale. Prioritize commissions post-chain for buffer XP while seeking groups—game XP heavily favors parties thereafter.
Expert Insight: Unmentioned risk—over-relying on quests delays group familiarity. Optimal path: scan LFG channel mid-chain for early party invites to accelerate into grinds by level 6.
Transition to mob farms demands groups: tank for pulls, healer/bard for sustain, and DPS for clears. Church of the Seven Stars anchors this phase—dense packs yield massive XP and drops.

Move upstairs at level 8+ for elites; nearby quests boost totals. Highwayman Hills extends via Ember Springs waypoints.

Spot | Levels | Mobs | Location Notes |
|---|---|---|---|
Church of the Seven Stars | 7-10 | Ghosts, zombies | Near Lionhold forums |
Highwayman Hills | 10-12 | Bandits | South trek, pick Ember Springs |
Playstyle Analysis: Full 5-8 man comp melts packs; bard buffs amplify sustained grinds. Gear upgrades appear frequently, outpacing quest rewards. Structured pulls prevent wipes.
Scale up danger for rewards: Oakenbane Keep's goblins and minotaurs support 12-16 in tighter packs. A desert detour to Miraleth's minotaur pond circles respawns perfectly.


Southwest ruins (ROS) demand full groups for elite density.
Spot | Levels | Mobs | Location Notes |
|---|---|---|---|
Oakenbane Keep | 12-16 | Goblins, minotaurs | Southwest Miraleth |
Minotaur Pond | 12-16 | Minotaurs | North desert, south Miraleth |
ROS Ruins | 15-18 | Elites (varied) | Southwest Lionhold |
Playstyle Analysis: Circle-pulling maximizes respawn sync; apply to crabs west of Sea Hook (13-18 alt) for variety. Radiant precursors drop here, prepping your endgame build.
Contested hubs dominate the final stretch: Citadel of the Steel Bloom for gear sets and Tower of Carphin for vertical clears. Beach crabs south of Sea Hook or Prismarium shardlings offer pocket-dungeon density. North Dunehold highwaymen provide overflow.

Spot | Levels | Mobs | Location Notes |
|---|---|---|---|
Citadel of the Steel Bloom | 18-22+ | Varied elites | Riverlands hub |
Tower of Carphin | 20-25 | Multi-level | Nearby Citadel |
Prismarium | 20-25 | Shardlings | North Asaran desert |
Sea Hook Crabs | 20-25 | Crabs | South beach |
Playstyle Analysis: Longer respawns demand position holds; World PvP flares at peaks—secure spots via numbers. Aim for radiant (level-synced) sets for PvP and caravans.
Overcrowding hits Church and Steel Bloom hard. Pivot east of Lionhold to Gemspring/Korra'Loch (7-12), Daragal Estates (11-14), Sunhaven shardlings (18+), or Cororin island crabs (20+ north Sea Hook). These sustain 80-90% primary XP, per community tests.


Follow the guided path in Riverlands—accept all, prioritize mains over side for level 6-7 in 1-2 hours. Both Lionhold and Samia's paths equip fully; commissions unlock repeatable XP. Quests teach systems without grind.
A group of 5-8 players: 1-2 tanks (aggro hold), 1-2 healers/bards (sustain/buffs), and 3+ DPS. Bards multiply group XP via auras. Use the LFG channel to find structured pulls and prevent wipes.
Shift at listed upper ranges or when XP plateaus. Don't be afraid to overlevel by 1-2 levels. Monitor mob sync: if deaths rise or clear speed drops, it is time to move to the next tier.
Target Radiant (T4+) equivalents—drops from 20+ elites like Steel Bloom or Carphin. Full sets ease PvP and sieges. Level-synced scaling ensures your viability in emergent gameplay.
Questing to level 7 is viable, but thereafter group XP is 2-3x faster. While commissions and dungeons exist, soloing slows progress by 50%. Focus on the LFG system for maximum time savings.
This blueprint arms you for Ashes of Creation's level 25 cap: quests to 7, group grinds via Church-Oakenbane-Steel Bloom, and alternates for flexibility.
Stay tuned to MMOJUGG for the latest on Ashes of Creation. Bookmark this guide for updates, and browse our Ashes of Creation Gold Shop at MMOJUGG.com for that extra edge in progression and gear.
You may also like: Fast-track your progression with best leveling spots and efficient gold-making strategies.
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